Some were due to the way DFU processed UV coordinates once read from the game files, this was almost entirely fixed. But others are already present in classic because the models are incorrecly encoded. I've managed to correct some of these last ones by patching them at runtime (new PR submitted).

But as there are still probably many other texture coordinates bugs in classic, this thread is opened as a mean to centralize all the related issues you could encounter while playing.

The best would be to provide a screenshot and the exact location where you discovered the problem.

I was about to report some very bad case I noted in The Lysyna Cabal, Bhoriane with Daggerfall classic some time ago...
Except that with new UV interpretation, the bug is already gone... Seems DFU now does a better job than classic to interpret its own resources

That one is interesting, because not only are UVs wrong, but the texture does not match the surrounding tunnel floor, but match the tunnel walls instead.
It doesn't look that bad with classic textures, but looks nasty with some modded textures (Yeten's Web, Daggerfall):

Modded:

Screenshot.jpg (236.62 KiB) Viewed 346 times

Classic:

floor classic textures.jpg (103.28 KiB) Viewed 346 times

In general, classic game data does not only suffer from broken uv vectors; There's also wrong textures, approximate geometry (cracks between polygons, broken floors...)
So while I think the current way of patching UVs is okay, at some point we'll probably need a more generic overriding mechanism. But I doubt I've been the first to think about that